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Entrapped

by Paul Bolduc



Released: 2013-08-24
Mode: SP, DM, COOP
Difficulty Settings: No
Featuring: 1.4+, EDuke32, Polymer
Sound/music: No
New Art: No
New Cons: No
Score: 95

Review by Forge on August 25-2013

A city overrun by aliens that have basically locked down the entire area so Duke cannot escape.
The map consists of a wide open street that horseshoes around a Duke Burger and a hotel. On one side of the loop is the sewage treatment plant where the game starts, on the other side of the map are a bank, post office, and a movie theatre respectively.
The author made effective use of the tror to give the map some feel and depth like window sills, building ledges and rooftops, the transparent water in the hotel swimming pool and the water in the sewer tunnels, as well as constructing buildings with multiple floors.
The level is solidly built, has plenty of spritework, detailing, and trimming, but there are a few indoor locations that suffer from too much stuff and not enough space. Normally it's tolerable, but in these instances it involves being engaged in some heavy combat and the objects just get in the way which can cause the player to be cornered fairly easily.
It's also a night time level to take full advantage of polymer lights. Done rather conservatively it looks nice, but a downside to this is the map is very dark, especially where there are no lights nearby, which makes it quite easy to pass by and completely miss supplies and passages causing the map to be more difficult than necessary.

Game play is a key card and switch hunt.
After escaping the sewers everything in town is locked up except for a couple locations. Basically areas are entered, navigated through by solving a collection of button and switch puzzles until a key card is acquired then it's on to the next area to repeat the process. The first series of keys are blue, then a couple of yellow keys are used, a red key, and finally another blue key. Add at least half a dozen switches per key and you have yourself a map.
There are a few helpful viewscreens along the way, but it's still quite easy to bypass something in this dark maze of passages, ventilation shafts, tunnels, rooftops, and rooms. If you do miss something it can be frustrating to get back on track and find the right path due to the large size of the level and the multi-layered, multi-intersecting layout.
Combat can be challenging; especially at the start. Weapon progression is slow and supplies are scarce on the street and in the first few locations. There's barely enough to get by on, but once the next couple major locations are cleared the arsenal is substantial and there's plenty of rounds for all the weapons while healing items also become more readily available; it just takes a while to get there.

Texturing/Lighting-Shading: 9/10
Sprite Work/Detailing: 10/10
Ambiance: 9/10
Architecture: 20/20
Layout: 20/20
Gameplay/Design: 27/30
Score: 95

Screenshots

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